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Merge branch 'fix_lua_examples' into 'master'
Fix lua doc example errors and typos See merge request OpenMW/openmw!4823
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commit
f2ec5de36a
@ -11,6 +11,7 @@ Interfaces
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AI <interface_ai>
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AnimationController <interface_animation>
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Camera <interface_camera>
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Combat <interface_combat>
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Controls <interface_controls>
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Crimes <interface_crimes>
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GamepadControls <interface_gamepadcontrols>
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@ -18,7 +18,7 @@
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-- * `scale` - a boolean, to set if the sound's pitch should be scaled by simulation time scaling (default: true);
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-- * `loop` - a boolean, to set if the sound should be repeated when it ends (default: false);
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-- @usage local params = {
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-- timeOffset=0.1
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-- timeOffset=0.1,
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-- volume=0.3,
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-- scale=false,
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-- pitch=1.0,
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@ -38,7 +38,7 @@
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-- * `scale` - a boolean, to set if the sound's pitch should be scaled by simulation time scaling (default: true);
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-- * `loop` - a boolean, to set if the sound should be repeated when it ends (default: false);
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-- @usage local params = {
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-- timeOffset=0.1
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-- timeOffset=0.1,
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-- volume=0.3,
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-- scale=false,
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-- pitch=1.0,
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@ -188,7 +188,7 @@
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--
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-- * `loops` - a number >= 0, the number of times the animation should loop after the first play (default: 0).
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-- * `priority` - Either a single #Priority value that will be assigned to all bone groups. Or a table mapping bone groups to its priority (default: PRIORITY.Default).
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-- * `blendMask` - A mask of which bone groups to include in the animation (Default: BLEND_MASK.All.
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-- * `blendMask` - A mask of which bone groups to include in the animation (Default: BLEND_MASK.All).
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-- * `autoDisable` - If true, the animation will be immediately removed upon finishing, which means information will not be possible to query once completed. (Default: true)
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-- * `speed` - a floating point number >= 0, the speed at which the animation should play (default: 1)
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-- * `startKey` - the animation key at which the animation should start (default: "start")
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@ -242,7 +242,7 @@
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-- model = types.Static.record(mgef.hitStatic).model,
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-- options = {
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-- vfxId = mgef.id,
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-- particuleTextureOverride = mgef.particle,
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-- particleTextureOverride = mgef.particle,
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-- loop = false,
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-- }
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-- })
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@ -254,7 +254,7 @@
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-- Can only be used on self.
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-- @function [parent=#animation] removeVfx
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-- @param openmw.core#GameObject actor
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-- @param #number vfxId an integer ID that uniquely identifies the VFX to remove
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-- @param #string vfxId a string ID that uniquely identifies the VFX to remove
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---
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-- Removes all vfx from the actor.
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@ -109,7 +109,6 @@
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---
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-- Additional summand for the yaw angle; useful for camera shaking effects.
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-- Setting extra pitch doesn't block player input.
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-- Full yaw is `getYaw()+getExtraYaw()`.
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-- @function [parent=#camera] setExtraYaw
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-- @param #number value
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@ -122,7 +121,7 @@
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---
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-- Additional summand for the roll angle; useful for camera shaking effects.
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-- Full yaw is `getRoll()+getExtraRoll()`.
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-- Full roll is `getRoll()+getExtraRoll()`.
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-- @function [parent=#camera] setExtraRoll
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-- @param #number value
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@ -150,7 +149,7 @@
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---
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-- Set preferred offset between tracked position (see `getTrackedPosition`) and the camera focal point (the center of the screen) in third person mode.
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-- The offset is a 2d vector (X, Y) where X is horizontal (to the right from the character) and Y component is vertical (upward).
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-- The real offset can differ from the preferred one during smooth transition of if blocked by an obstacle.
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-- The real offset can differ from the preferred one during smooth transition or if blocked by an obstacle.
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-- Smooth transition happens by default every time when the preferred offset was changed. Use `instantTransition()` to skip the current transition.
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-- @function [parent=#camera] setFocalPreferredOffset
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-- @param openmw.util#Vector2 offset
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@ -801,7 +801,7 @@
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-- * `pitch` - a floating point number >= 0, to set a sound pitch (default: 1);
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-- * `loop` - a boolean, to set if sound should be repeated when it ends (default: false);
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-- @usage local params = {
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-- timeOffset=0.1
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-- timeOffset=0.1,
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-- volume=0.3,
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-- loop=false,
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-- pitch=1.0
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@ -822,7 +822,7 @@
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-- * `pitch` - a floating point number >= 0, to set a sound pitch (default: 1);
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-- * `loop` - a boolean, to set if sound should be repeated when it ends (default: false);
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-- @usage local params = {
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-- timeOffset=0.1
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-- timeOffset=0.1,
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-- volume=0.3,
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-- loop=false,
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-- pitch=1.0
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@ -1004,7 +1004,7 @@
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-- @param openmw.core#GameObject actor NPC object
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-- @param #string faction Faction ID
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-- @usage local NPC = require('openmw.types').NPC;
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-- NPC.clearExpell(player, "mages guild");
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-- NPC.clearExpelled(player, "mages guild");
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---
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-- Check if NPC is expelled from given faction.
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